CSE 143 Programming Assignment #1: Tiles

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In this assignment you will write the logic for a graphical program that allows the user to click on rectangular tiles. You
will not write any graphical code since it is provided for you in DrawingPanel.java.
The main client program you should run is the provided TileMain class. When it runs,
it will create a graphical window on the screen; this is an object of type
DrawingPanel. The panel displays a list of tiles. (Initially the panel shows 20 tiles,
but you can add more by typing N.) Each tile is represented as an object of the provided
class Tile. Each tile’s position, size, and color are randomly generated by TileMain.
You will write the TileManager to store and maintain a list of Tile objects.
The order of Tile objects stored in the TileManager’s list determines tiles’ drawing
order. For example, consider the tall tile that overlaps the wide tile in the upper left
corner of the screenshot at right. The two tiles occupy some of the same (x, y) pixels in
the window but the wide one was drawn first because it occurred before the tall one in
the list. When the tall tile was drawn later, it covered part of the wide tile. The list’s
ordering is called the 3-dimensional ordering or z-ordering.
The graphical user interface (“GUI”) displays the tiles and allows the user to manipulate them. Depending on the kind of
input, different actions occurs:
• If the user clicks the left mouse button while the mouse cursor points at a tile, that tile is
moved to the very top of the z-ordering (the end of the tile list).
• If the user clicks the left mouse button and holds down the Shift key while the mouse cursor
points at a tile, that tile is moved to the very bottom of the z-ordering (the start of the tile list).
• If the user clicks the right mouse button while the mouse cursor is pointing at a tile, that tile is
removed from the tile list and disappears from the screen.
• If the user clicks the right mouse button and holds the Shift key, all tiles that occupy that
pixel are removed from the tile list and disappear from the screen.
• If the user types the N key on the keyboard, a new randomly positioned tile is created and added to the screen.
• If the user types the S key on the keyboard, the tiles’ order and location are randomly rearranged (shuffled).
If you use a Mac with a 1-button mouse, you can simulate a right-click with a Ctrl-click (or a two-finger tap on the touch
pad on a Mac laptop). If there is no tile where the user clicks, nothing happens.
If the user clicks a pixel that is occupied by more than one tile, the top-most of these tiles is used. (Except if the user did a
Shift-right-click, in which case it deletes all tiles touching that pixel, not just the top one.)
Note that your code does not need to directly detect mouse clicks or key presses. Code in TileMain.java detects
any user input. When user input is detected, methods that you define in TileManager.java are called, as described on
the next page.
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Implementation Details:
Your TileManager class should store a list of tiles as a field of type ArrayList. The various methods listed below will
cause changes to the contents of that list. Remember to import java.util.*; to use ArrayList.
The following sections describe in detail each method you must implement in your TileManager class. For any methods
that accept objects as parameters, you may assume that the value passed is not null or otherwise invalid.
public TileManager()
This constructor is called every time a new tile manager object is created. Initially your manager is not storing any tiles.
public void addTile(Tile rect)
In this method you should add the given tile to the end of your tile manager’s list of tiles.
public void drawAll(Graphics g)
This method should cause all of the tiles in the tile manager to draw themselves on the screen using the given graphical
pen. You do not need to do this yourself directly by calling methods on the Graphics object; each Tile object already
has a draw method that it can use to draw itself. Draw the tiles from bottom (start) to top (end) of your manager’s list.
Recall that in order to refer to type Graphics, you must import java.awt.*; in your code.
The next four methods are called by the graphical user interface (“GUI”) in response to various mouse clicks, passing you
the x/y coordinates where the user clicked. If the coordinates passed do not touch any tiles, no action or error should
occur. After any click, the GUI will clear the screen for you and call drawAll to re-draw all of the tiles in your list.
public void raise(int x, int y)
Called when the user left-clicks. It passes you the x/y coordinates the user clicked. If these coordinates touch any tiles,
you should move the topmost of these tiles to the very top (end) of the list.
public void lower(int x, int y)
Called when the user Shift-left-clicks. If these coordinates touch any tiles, you should move the topmost of these tiles to
the very bottom (beginning) of the list.
public void delete(int x, int y)
Called when the user right-clicks. If these coordinates touch any tiles, you should delete the topmost of these tiles from
the list.
public void deleteAll(int x, int y)
Called when the user Shift-right-clicks. If these coordinates touch any tiles, you should delete all such tiles from the list.
public void shuffle(int width, int height)
Called when the user types S. This method should perform two actions: (1) reordering the tiles in the list into a random
order, and (2) moving every tile on the screen to a new random x/y pixel position. The random position should be such
that the square’s top-left x/y position is non-negative and also such that every pixel of the tile is within the passed width
and height. For example, if the width passed is 300 and the height is 200, a tile of size 20×10 must be moved to a random
position such that its top-left x/y position is between (0, 0) and (280, 190).
You can use the built-in Java method Collections.shuffle to randomly rearrange the elements of your list (step 1).
Your manager’s list stores Tile objects. The Tile class is provided. Each Tile object has the following public methods:
public int getX(), public int getY(), public void setX(int x), public void setY(int y)
These methods return or modify the tile’s top-left x/y pixel position.
public int getWidth(), public int getHeight()
These methods return the tile’s width and height in pixels.
public void draw(Graphics g)
Draws the tile on the screen using the given graphical pen.
public String toString()
Returns a text representation of the tile, such as “(x=57,y=148,w=26,h=53)”.
It can be useful to print a tile (or a collection of tiles) with println to examine their state.
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Development Strategy and Hints:
Developing your code in stages and knowing how to test your solutions will be critical to your success on 143
assignments. One of the most important techniques for professional developers is to write code in stages (“iterative
enhancement” or “stepwise refinement”) rather than trying to do it all at once. This includes testing for correctness at
each stage before moving to the next one. The next few paragraphs contain a detailed development plan. Study it
carefully and think about why we suggest the plan we do.
Start by writing empty “stub” versions of all the required methods so that the TileManager class will compile.
We suggest that you write your constructor and addTile first, then drawAll. You can then run the program to make
sure that you can see the tiles appear on the screen. Add click-related methods one at a time and test each one
individually to be sure it works before moving on to the next.
One part of this program involves figuring out which tile(s), if any, touch a given x/y pixel. You can figure this out by
comparing the x/y position of the click to the x/y area covered by the tile. For example, if a tile has a top-left corner of
(x=20, y=10), a width of 50, and a height of 15, it touches all of the pixels from (20, 10) through (69, 24) inclusive. Such
a tile contains the point (32, 17) because 32 is between 20 and 69 and 17 is between 10 and 24.
If you see compiler errors about class Tile, you may not have downloaded Tile.java or added it to your project.
If you have bugs or exceptions in your code, there are several things you can try. You can print out the state of your list
and of each Tile object with temporary println statements. (Though this is a graphical program, println output
does still appear on the console.) You should remove or comment out any such println statements before you turn in
the assignment. You can also use a debugger as found in jGRASP or Eclipse to pause the code at a breakpoint in the
middle of an operation. Stepping through line-by-line can help you to see what has gone wrong.
A sample solution is available on the course web site. You can use it to verify your program’s behavior.
Style Guidelines and Grading:
A major focus of our style grading is redundancy. As much as possible, avoid redundancy and repeated logic in your
code. One powerful way to avoid redundancy is to create “helper” method(s) to capture repeated code. It is legal to have
additional methods in your TileManager class beyond those specified here. For example, you may find that multiple
methods in your class do similar things. If so, you should create helper method(s) to capture the common code. (We
recommend that you declare such methods to be private rather than public, so that outside code cannot call them.)
Your tile manager should maintain its list of tiles internally in a field of type ArrayList as stated previously. You
should not use any other data structures. Your code should use “generic” type parameters appropriately when creating any
collection objects. You must declare such collections with a suitable element type within <> brackets. You should use
the array list and its methods appropriately, and take advantage of its ability to “shift” elements as they are added or
removed. Your list should not store any invalid or null elements as a result of any mouse click activity.
Properly encapsulate your objects by making any data fields in your class private. Avoid unnecessary fields; use fields
to store important data of your objects but not to store temporary values only used in one place. Fields should always be
initialized inside a constructor or method, never at declaration.
You should follow good general Java style guidelines such as: appropriately using control structures like loops and
if/else statements; avoiding redundancy using techniques such as methods, loops, and factoring common code out of
if/else statements; properly using indentation, good variable names, and types; and not having any lines of code longer
than 100 characters in length. (If you have any such lines, split them into two or more lines using a line break.)
You should comment your code with a heading at the top of your class with your name, section, and a description of the
overall program. Also place a comment heading on top of each method, and a comment on any complex sections of your
code. Comment headings should use descriptive complete sentences and should be written in your own words, explaining
each method’s behavior, parameters, return values, and assumptions made by your code, as appropriate.
Unless otherwise specified, your solution should use only material taught in class and in the book chapters covered so far.
For reference, our solution to this program is around 90 lines long including comments (and has 42 “substantive” lines
according to our Indenter tool on the course web site). But you do not have to match this; it’s just listed as a sanity check.